So the big debate seems to be whether it’s better to go with st. mk > cr. mp xx Lp Disc or TC. I’ve been thinking about this for a while and here are my two cents:
first just a question, presumably TC should always end with holding back v skill (the close one) since it always hits, and only that one can be canceled into CA, and it allows reset in the corner. But do others have uses for the neutral v skill? I don’t believe which v skill to use has been specified, as far as i can tell it doesn’t change the setup either way.
In short, I think the TC is useful at mid stage on a cross up in order to cancel into CA or in the corner for a reset. But otherwise, cr. mp xx Disc seems better to me because it is more practical.
What Muttonman was suggesting is very attractive because it theoretically gives you a single routine to effectively get a meaty off knockdown 100% of the time, but I spent about three hours practicing TC into double dash with different wakeup options for the CPU and I couldn’t get anywhere close to consistent- either I was messing up the dash or pressing my meaty a little too early or late (and I honestly still have trouble with the v skill at the end of TC after practicing that for a month now, I tend to rush the inputs). So, I guess I’m not very good at execution, but I am way more consistent with the other combo, and just on that level its more practical.
But also, even if I could consistently execute that plan, I’m still leaning towards cr.mp xx Disc in most situations because it’s way more practical on the ground in any scenario. st. lk > st. mk > cr. mp is a good frame trap, but target combo is -8 on block and it’s much easier to confirm the Disc after three normals than the st. Hk after one or two. Also, cr. mp xx Disc is the tool I use most to punish so overall I end up in that scenario more often anyways.
And that scenario, after Disc, isn’t so bad- if the opponent doesn’t backroll you have plenty of time to dash up and do a wide variety of things, and furthermore these options are much easier for me.
If the opponent does backroll, the TC double dash is certainly a better option. But after a Disc you can still jump forward Hk which will hit on either a quickrise or a backroll, or its fine to just be satisfied with returning to neutral. It would be nice to take advantage of knockdown even on backroll, but it’s safer to step off the gas a little, and that works for me.
So, since TC does less damage and is less practical, I personally plan to use Disc combo unless I can get a followup to TC such as CA or Vtc > Hp Disc or reset in the corner.
What do you guys think?